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Remove the dependencies on transforming both the prim and clips into world space, by relying on the fact that in the complex transform case, the clip spatial nodes are ancestors of the primitive spatial node. This allows us to work in the same of the clip spatial node. For now, this is only applied to the CPU accept/reject code, however in future will allow us to optimize and simplify the GPU mask rendering code significantly. Differential Revision: https://phabricator.services.mozilla.com/D131464